using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using Hook.Graphics.SpriteSheets;

namespace teamstairwell
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        //public static Vector2 RESOLUTION = new Vector2(1600, 1000);
        public static Vector2 RESOLUTION = new Vector2(1200, 750);

        public static PrimitiveSheet PrimitiveSheet;
        public static EnvironmentSheet EnvironmentSheet;
        public static PropSheet PropSheet;
        public static PanelSheet PanelSheet;
        public static PlayerSheet PlayerSheet;
        public static ParticlePlayerSheet ParticlePlayerSheet;
        public static EffectSheet EffectSheet;

        public static Dictionary<string, Song> Music;
        //public static Song ForestMusic, ForestBoss;

        public static SpriteFont GameFont;

        //public ScreenManager ScreenManager;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = (int)RESOLUTION.X;
            graphics.PreferredBackBufferHeight = (int)RESOLUTION.Y;
            Content.RootDirectory = "Content";

            Components.Add(new GamerServicesComponent(this));
            //this.Components.Add(new GamerServicesComponent(this));
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            PrimitiveSheet = new PrimitiveSheet(Content.Load<Texture2D>("Spritesheets/PrimitiveSheet"));
            PropSheet = new PropSheet(Content.Load<Texture2D>("Spritesheets/PropSheet"));
            PanelSheet = new PanelSheet(Content.Load<Texture2D>("Spritesheets/PanelSheet"));
            EnvironmentSheet = new EnvironmentSheet(Content.Load<Texture2D>("Spritesheets/EnvironmentSheet"));
            PlayerSheet = new PlayerSheet(Content.Load<Texture2D>("Spritesheets/PlayerSheet"));
            ParticlePlayerSheet = new ParticlePlayerSheet(Content.Load<Texture2D>("Spritesheets/PlayerSheet"));
            EffectSheet = new EffectSheet(Content.Load<Texture2D>("Spritesheets/EffectSheet"));

            Music = new Dictionary<string, Song>();
            Music.Add("ForestMusic", Content.Load<Song>("Audio/Music/Forest Theme"));
            Music.Add("ForestBoss", Content.Load<Song>("Audio/Music/Forest Boss"));
            //ForestMusic = Content.Load<Song>("Audio/Music/Forest Theme");
            //ForestBoss = Content.Load<Song>("Audio/Music/Forest Boss");

            GameFont = Content.Load<SpriteFont>("GameFont");
            
            MediaPlayer.Volume = 0.1f;

            //ScreenManager = new ScreenManager();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if(GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            
            // TODO: Add your update logic here

            if (IsActive)
            {
                //ScreenManager.Update(gameTime);
            }

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.White);
            spriteBatch.Begin();

            //ScreenManager.Draw(spriteBatch);

            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
